KING
Djinni

Djinni

Elemental · Crown of Pride

T4d10Major

Wish-granting air genies, djinn float in palaces of cloud, bound by honor yet resentful of servitude.

Tier 4  ·  Role Major  ·  Pool Vigor 6 / Vitality 8  ·  AC 14  ·  ATK +6  ·  Save DC 17  ·  Dmg d10

AC1410 base + 4 Sense
Vigor6Tier + Heart mod, regenerates
Vitality82 x Tier
Move30 ft
Initiatived8 + d4rerolled each round
Attack+6d20 + bonus vs AC, two or three a turn
Damaged10crit 2d10
Save DC17Tier 4 DC
Crit16+Cunning 18
Disruptd6on any Vitality loss
StatScoreModDie
Body20+5d10
Mind14+2d4
Sense18+4d8
Heart14+2d4
Cunning18+4d8
Fate8-1-d3

Passives

Passive

Spellcasting (sky-sorcery)

A noble of the Elemental Air, the djinni bends wind, weather, and distance to its will, its magic sweeping the open sky.

Passive

Creature of Air

Flies 90 ft (hover); does not eat, sleep, or breathe. Immune to lightning damage and thunder damage. It can grant a creature's spoken wish, interpreting it by its honor and temperament, and poorly worded wishes are exploited.

Maneuvers

Maneuver

Phase Step

Vanishes in a puff of wind and reappears in an unoccupied space up to 60 ft away that it can see.

Declarations

Declared in the enemy tactical window and resolved at the start of its next turn. Any Vitality it loses first forces the disruption roll: on a 1 the telegraph is lost.

Declaration

Cyclone

Telegraph · disrupt d6 · Body save

Conjures a 30 ft tall whirlwind at a point within 120 ft; it lingers 1 round. Each creature caught in it makes a Body save (DC 17): on a failure it takes 4 damage and is flung 30 ft, on a success it takes 1 Vigor damage.

Reactions

Reaction

Wind Wall

When an ally within 30 ft is targeted by a ranged attack, a wall of wind gives that attack disadvantage.

Tactics

GM tactics

Fights with aristocratic composure. Opens with Cyclone to control the battlefield and scatter clustered enemies. Phase Steps away from melee threats. Will honor bargains but exploits poorly worded wishes.

Running it

Rules

  • Shield of Tier + Heart mod over a Vitality pool of 2 x Tier. Full Vigor at combat start; at the start of its turn it rolls 4 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d10. A crit rolls two: 2d10.
  • Crits on a natural 16+ (Cunning 18).
  • Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
  • Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
  • Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
  • NPCs never take wounds.